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Update #28: What We're Up To

Project Eternity Official Update Mega Dungeon Kickstarter

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#1
Adam Brennecke

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What We're Up To

http://www.youtube.com/watch?v=mlfO8y-Ax3s

Thanks to you, we're funded. Now the work begins. At this stage of the project, we are still in pre-production, so at Wednesday morning's team meeting we started talking about the passion-stirring topic of logistics. Before we start scripting quests and writing dialogues, we need to understand the full scope of what we're setting out to do. In some ways, the basics stay the same for us as they did a decade ago. But we have new problems to solve and we need to have them all worked out before we enter production.

The key elements we have been focusing on are:
  • The size and structure of the world - This game will be... large. And it will have two big cities, exploration areas, and a 15-level mega-dungeon. Ensuring that the world is planned properly requires examination of what has worked for us in the past and what hasn't. The original Baldur's Gate had a number of wilderness areas, but low density of content in many of those areas. Baldur's Gate II had much greater content density, but fewer wilderness/pure exploration areas. We'd like to make sure we have pure exploration areas while still maintaining good content density.
  • Dynamic environment integration - Animated objects, interactive objects, ambient visual effects, water, dynamic lights and shadows -- all of these elements can be featured even within a "2D" world. Our goal is to strike a good balance between visual fidelity, performance (including memory on disk), and the amount of time environment artists have to spend setting up their areas. We prefer dynamic solutions that are relatively easy to author, as we want our environment artists to maximize their efficiency.
  • Lore and story - What we've developed so far has been the result of a small number of impromptu discussions and high-level efforts. Last week, we (including George -- thanks!) had our first meeting to increase development of the setting and story. We discussed major themes we'd like to explore, the order in which we'd each like to develop aspects of the lore and characters, and what elements we each were having trouble wrapping our heads around. Our immediate focus is on the central conflict of the story and the various factions that have a stake in it.
As the song goes, we've only just begun, but the team is excited and determined to make a game that lives up to your, and our, expectations. You've put a huge amount of trust in us, and we want to repay you with the best RPG we can.

Next week, we'll be talking about system design and how we're approaching mechanics like class design, advancement, and the role of equipment. We're also working on fulfillment of some of the Kickstarter pledges and we'll have more info on that in the next few weeks. Finally, if you missed our D&D session from last week, we have it up on the YouTubes for your enjoyment!

Update by Josh Sawyer

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#2
Melanchior

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Are you serious? Still haven't updated the dungeon art? :o You didn't notice how many of us were asking for it?
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#3
runaum

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Are you serious? Still haven't updated the dungeon art? :o You didn't notice how many of us were asking for it?


Absolutely. It's really strange to see previous scheme of mega dungeon today.

#4
Ieo

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I love finding about the behind-the-scenes stuff for development.... Coolzers. :) Thanks for keeping it transparent (within reason).


P.S.: I'll keep whining for more art in the style of the first painted Sagani too. :devil:

FULL TRANSCRIPT
courtesy of mine typing (can't guarantee 100% accuracy, but it's as close as I could make it) :p


Spoiler

Edited by Ieo, 23 October 2012 - 05:03 PM.

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#5
Uomoz

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Yay! Preproduction! Now it's ON!
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#6
saint of infinity

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Exciting times ^.^ Hope the pre-production goes well!

#7
MaximKat

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Wtf are you talking about? The old image had 13 levels and this one has 15.

#8
evdk

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So, either they haven't run away with the money or they left Josh behind to keep up appearances.
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#9
aDevilishTurtle

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@MaximKat When they first posted it had the old 13 level image up and he literally just updated like 60 seconds ago when you and I posted so the first poster didn't see it.

#10
Arkeus

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@MaximKat When they first posted it had the old 13 level image up and he literally just updated like 60 seconds ago when you and I posted so the first poster didn't see it.

I still see 13 levels...

#11
tilly

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aw low content density for some wilderness is good too. I liked that vacant and open feeling of BG1. And not everything should have the same 'content density', right? Too much balance makes for a boring composition to look at! ^_^ Forest areas in BG2 felt constrained and maze-like. That's one of the few areas I felt BG2 took a step back. :)

Looking forward to your updates :D
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#12
LadyCrimson

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I like Josh's shirt. Not because I'm familiar with Amon Tobin (something I'm going to rectify now) but because I like the design. It's cool.

And of course, I like the update. Updates make me feel all warm and fuzzy inside. Plus the updated dungeon picture is coooool. Can I get a cloth tapestry of that instead of the world map? I'll send $30 extra. ;)

#13
Elorien

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Interesting update, always fascinating to see a glimpse of what goes on behind the scenes

#14
Infiltrator_SF

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Good morning america


Not only america is watching and funding you guys ;)
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#15
Zap Rowsdower

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The mega-dungeon is only one level away from having as many as the original Diablo had. The floor size may not end being the same but that's still pretty nuts that we might end up having essentially a game within in a game.

Edited by Zap Rowsdower, 23 October 2012 - 04:47 PM.


#16
Fluffle

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At 04:50 is he speaking of weresharks?
Really? I had no idea those things existed!

*shudders at the imagination of weresharks*

#17
GhostofAnakin

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In terms of size of the game, I wonder if the physical copy is going to reach 4 CDs like BG2 did, or if the technology nowadays will allow them to optimize it better.

#18
Elerond

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Behind the scenes are always intresting for some reason.

And I must say that I love idea of pre-rendered backgrounds with animated stuff in it.

#19
Piccolo

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Not the most exciting update, but still good to know what's going on. :)

Edit: I still see the old 13-level dungeon artwork also.

Edited by Piccolo, 23 October 2012 - 04:51 PM.

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#20
Infiltrator_SF

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In terms of size of the game, I wonder if the physical copy is going to reach 4 CDs like BG2 did, or if the technology nowadays will allow them to optimize it better.


CDs have been abandoned some years ago as a physical medium, in terms of art, the sizes of the textures alone will be huge but we have to consider some huge games were also surprisingly small considering optimization like you said (Skyrim is a noteworthy example, being only ~5 gigs in size).





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